[SCENE GRAPH] Visibility on mesh component inconsistent and broken in many scenarios.

Summary

Visibility on the mesh_component is broken, with materials using any transparency (masked/translucent) not being able to be hidden. Visibility on all mesh_comps disappears when the player is hidden through cameras.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Other

Steps to Reproduce

Please note I am testing this on an Xbox series X and the result may be different on other graphics/devices.
ISSUE 1 - Materials on mesh comps with any transparency can’t be hidden:

  1. Create a material of either Masked or Transparent, put a mask into the Opacity/OpacityMask Output.
  2. Apply the material to a mesh in the mesh_component of an entity
  3. Through any means attempt to hide the mesh of the mesh comp in runtime (visibility seems to work correctly in entity preview)
  4. Result - Mesh will remain visible
    ISSUE 2 - Player visibility through cameras causes all mesh_components of all entities to become invisible:
  1. Get a player orbit camera and set player visibility off within the camera
  2. Result - All entities will not be visible
    (Note) Issue 2 can also be triggered by the camera entering the player (causing invisibility) usually achieved by pressing the character and the camera into each other along a wall due to the cameras boom collision preventing clipping.

Expected Result

ISSUE 1 - Entities are hidden when visibility of their mesh is turned off in runtime.
ISSUE 2 - Entities remain visible when the player is hidden via the camera (FC.Hide() in verse doesn’t cause this issue - but the issue is still bad due to boom collision triggering it.)

Observed Result

ISSUE 1 - Entities Remain visible when visibility of their mesh is turned off in runtime.
ISSUE 2 - All Entities become invisible.

Platform(s)

Xbox Series X

Additional Notes

These issues are very bad and limiting, visibility is a core thing that should always work as intended, for comp games using scene graph issue 2 will essentially allow for wall hacks. Issue 1 is annoying and limits the creator heavily.

I also had some visibility issues with entities (mesh component)

It’s likely to be a different issue so I should probably open another ticket, but in my case I have these meshes that worked just fine when used as a custom mesh in a collectible device, but when I use them as a component in an entity, the mesh is not showing when I’m using DirectX12.

The status of FORT-965028 changed to ‘Needs Triage’. We’ve confirmed the issue and it’s waiting to be assigned to someone to fix it.

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